/* ** Command & Conquer Renegade(tm) ** Copyright 2025 Electronic Arts Inc. ** ** This program is free software: you can redistribute it and/or modify ** it under the terms of the GNU General Public License as published by ** the Free Software Foundation, either version 3 of the License, or ** (at your option) any later version. ** ** This program is distributed in the hope that it will be useful, ** but WITHOUT ANY WARRANTY; without even the implied warranty of ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the ** GNU General Public License for more details. ** ** You should have received a copy of the GNU General Public License ** along with this program. If not, see . */ /*********************************************************************************************** *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S *** *********************************************************************************************** * * * Project Name : wwphys * * * * $Archive:: /Commando/Code/wwphys/transitioneffect.cpp $* * * * Original Author:: Greg Hjelstrom * * * * $Author:: Greg_h $* * * * $Modtime:: 8/07/01 3:39p $* * * * $Revision:: 5 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #include "transitioneffect.h" #include "matpass.h" #include "vertmaterial.h" #include "physresourcemgr.h" #include "phys.h" #include "rinfo.h" #include "camera.h" #include "chunkio.h" #include "texture.h" /************************************************************************************************* ** ** TransitionEffectClass Implementation ** *************************************************************************************************/ static float STEALTH_FRACTION_RATE = 0.5f; // rate at which the fraction approaches its target static float STEALTH_ZNEAR_FADE_DISTANCE = 15.0f; // distance at which the intensity starts to fade due to camera proximity static float STEALTH_ZNEAR_AMOUNT = 0.25f; // amount the intensity can change as it approaches the camera static float STEALTH_FRIENDLY_FRACTION = 0.75f; // fraction at which friendly stealthed objects appear static float STEALTH_BROKEN_FRACTION = 0.25f; // fraction at which broken stealthed objects appear static float STEALTH_DAMAGED_FRACTION = 0.6f; // fraction that is jumped to when an object gets damaged static Vector2 MAX_STEALTH_UV_RATE(2.75f,-3.0f); static Vector2 MIN_STEALTH_UV_RATE(0.5f,-0.5f); TransitionEffectClass::TransitionEffectClass(void) : CurrentParameter(0.0f), TargetParameter(1.0f), ParameterVelocity(1.0f), MinUVRate(0.5f,-0.5f), MaxUVRate(2.75f,-3.0f), UVRate(0.0f,0.0f), StartDelay(0.0f), RemoveOnComplete(false), RenderBaseMaterial(false), RenderTransitionMaterial(true), IntensityScale(1.0f), UVOffset(0.0f,0.0f), MaxIntensity(1.0f), Mapper(NULL), MaterialPass(NULL) { MaterialPass = NEW_REF(MaterialPassClass,()); MaterialPass->Enable_On_Translucent_Meshes(false); VertexMaterialClass * vmtl = NEW_REF(VertexMaterialClass,()); //PhysResourceMgrClass::Get_Stealth_Material(); vmtl->Set_Ambient(0,0,0); vmtl->Set_Diffuse(0,0,0); vmtl->Set_Specular(0,0,0); vmtl->Set_Emissive(1.0f,1.0f,1.0f); vmtl->Set_Opacity(1.0f); vmtl->Set_Shininess(0.0f); vmtl->Set_Lighting(true); Mapper = NEW_REF(MatrixMapperClass,(0)); Mapper->Set_Type(MatrixMapperClass::ORTHO_PROJECTION); Mapper->Set_Texture_Transform(Matrix4(1),64.0f); vmtl->Set_Mapper(Mapper,0); MaterialPass->Set_Material(vmtl); REF_PTR_RELEASE(vmtl); ShaderClass shader = ShaderClass::_PresetAdditiveShader; shader.Set_Primary_Gradient(ShaderClass::GRADIENT_ADD); MaterialPass->Set_Shader(ShaderClass::_PresetAdditiveShader); } TransitionEffectClass::~TransitionEffectClass(void) { REF_PTR_RELEASE(MaterialPass); REF_PTR_RELEASE(Mapper); } void TransitionEffectClass::Timestep(float dt) { /* ** Update the parameter */ if (StartDelay > 0.0f) { StartDelay -= dt; } else { float step = ParameterVelocity * dt; if (step > WWMath::Fabs(TargetParameter - CurrentParameter)) { CurrentParameter = TargetParameter; if (RemoveOnComplete) { Enable_Auto_Remove(true); } } else { if (TargetParameter < CurrentParameter) { CurrentParameter -= step; } else { CurrentParameter += step; } } } /* ** The Intensity is computed as a function of the stealth fraction */ IntensityScale = 1.0f - 2.0f * WWMath::Fabs(CurrentParameter - 0.5f); IntensityScale *= MaxIntensity; /* ** Update the uv cycling animation. I'm deriving the UV animation rate ** from the intensity */ Vector2 uv_rate = MinUVRate + IntensityScale * IntensityScale * (MaxUVRate - MinUVRate); UVOffset += uv_rate * dt; UVOffset.X = fmod(UVOffset.X , 2.0f); UVOffset.Y = fmod(UVOffset.Y , 2.0f); /* ** The base pass gets rendered when the stealh fraction is < 0.5 ** The material pass gets rendered if the intensity is greater than 0.0 */ RenderBaseMaterial = (CurrentParameter < 0.5f); RenderTransitionMaterial = (IntensityScale > 0.0f); } void TransitionEffectClass::Render_Push(RenderInfoClass & rinfo,PhysClass * obj) { if (RenderTransitionMaterial) { /* ** Update the material settings and texture transform */ MaterialPass->Peek_Material()->Set_Emissive(Vector3(1,1,1) * IntensityScale); Matrix4 tm(1); tm[0][3] = UVOffset.X; tm[1][3] = UVOffset.Y; Mapper->Set_Texture_Transform(tm,64.0f); /* ** Add the material pass! */ rinfo.Push_Material_Pass(MaterialPass); } if (RenderBaseMaterial == false) { rinfo.Push_Override_Flags(RenderInfoClass::RINFO_OVERRIDE_ADDITIONAL_PASSES_ONLY); } } void TransitionEffectClass::Render_Pop(RenderInfoClass & rinfo) { if (RenderBaseMaterial == false) { rinfo.Pop_Override_Flags(); } if (RenderTransitionMaterial) { rinfo.Pop_Material_Pass(); } } void TransitionEffectClass::Set_Texture(TextureClass * texture) { if (MaterialPass != NULL) { MaterialPass->Set_Texture(texture,0); } } /************************************************************************************ ** ** Save-Load support ** ************************************************************************************/ enum { TRANSITIONEFFECT_CHUNK_VARIABLES = 702011215, // member variables. TRANSITIONEFFECT_VARIABLE_CURRENTPARAMETER = 0, TRANSITIONEFFECT_VARIABLE_TARGETPARAMETER, TRANSITIONEFFECT_VARIABLE_PARAMETERVELOCITY, TRANSITIONEFFECT_VARIABLE_MINUVRATE, TRANSITIONEFFECT_VARIABLE_MAXUVRATE, TRANSITIONEFFECT_VARIABLE_UVRATE, TRANSITIONEFFECT_VARIABLE_RENDERBASEMATERIAL, TRANSITIONEFFECT_VARIABLE_RENDERTRANSITIONMATERIAL, TRANSITIONEFFECT_VARIABLE_INTENSITYSCALE, TRANSITIONEFFECT_VARIABLE_UVOFFSET, TRANSITIONEFFECT_VARIABLE_TEXTURENAME, }; bool TransitionEffectClass::Save(ChunkSaveClass & csave) { const char * texname = NULL; TextureClass * tex = MaterialPass->Peek_Texture(0); if (tex != NULL) { texname = tex->Get_Texture_Name(); } csave.Begin_Chunk(TRANSITIONEFFECT_CHUNK_VARIABLES); WRITE_MICRO_CHUNK(csave,TRANSITIONEFFECT_VARIABLE_CURRENTPARAMETER,CurrentParameter); WRITE_MICRO_CHUNK(csave,TRANSITIONEFFECT_VARIABLE_TARGETPARAMETER,TargetParameter); WRITE_MICRO_CHUNK(csave,TRANSITIONEFFECT_VARIABLE_PARAMETERVELOCITY,ParameterVelocity); WRITE_MICRO_CHUNK(csave,TRANSITIONEFFECT_VARIABLE_MINUVRATE,MinUVRate); WRITE_MICRO_CHUNK(csave,TRANSITIONEFFECT_VARIABLE_MAXUVRATE,MaxUVRate); WRITE_MICRO_CHUNK(csave,TRANSITIONEFFECT_VARIABLE_UVRATE,UVRate); WRITE_MICRO_CHUNK(csave,TRANSITIONEFFECT_VARIABLE_RENDERBASEMATERIAL,RenderBaseMaterial); WRITE_MICRO_CHUNK(csave,TRANSITIONEFFECT_VARIABLE_RENDERTRANSITIONMATERIAL,RenderBaseMaterial); WRITE_MICRO_CHUNK(csave,TRANSITIONEFFECT_VARIABLE_INTENSITYSCALE,IntensityScale); WRITE_MICRO_CHUNK(csave,TRANSITIONEFFECT_VARIABLE_UVOFFSET,UVOffset); if (texname != NULL) { WRITE_MICRO_CHUNK_STRING(csave,TRANSITIONEFFECT_VARIABLE_TEXTURENAME,texname); } csave.End_Chunk(); return true; } bool TransitionEffectClass::Load(ChunkLoadClass & cload) { StringClass texname; while (cload.Open_Chunk()) { switch(cload.Cur_Chunk_ID()) { case TRANSITIONEFFECT_CHUNK_VARIABLES: while (cload.Open_Micro_Chunk()) { switch(cload.Cur_Micro_Chunk_ID()) { READ_MICRO_CHUNK(cload,TRANSITIONEFFECT_VARIABLE_CURRENTPARAMETER,CurrentParameter); READ_MICRO_CHUNK(cload,TRANSITIONEFFECT_VARIABLE_TARGETPARAMETER,TargetParameter); READ_MICRO_CHUNK(cload,TRANSITIONEFFECT_VARIABLE_PARAMETERVELOCITY,ParameterVelocity); READ_MICRO_CHUNK(cload,TRANSITIONEFFECT_VARIABLE_MINUVRATE,MinUVRate); READ_MICRO_CHUNK(cload,TRANSITIONEFFECT_VARIABLE_MAXUVRATE,MaxUVRate); READ_MICRO_CHUNK(cload,TRANSITIONEFFECT_VARIABLE_UVRATE,UVRate); READ_MICRO_CHUNK(cload,TRANSITIONEFFECT_VARIABLE_RENDERBASEMATERIAL,RenderBaseMaterial); READ_MICRO_CHUNK(cload,TRANSITIONEFFECT_VARIABLE_RENDERTRANSITIONMATERIAL,RenderBaseMaterial); READ_MICRO_CHUNK(cload,TRANSITIONEFFECT_VARIABLE_INTENSITYSCALE,IntensityScale); READ_MICRO_CHUNK(cload,TRANSITIONEFFECT_VARIABLE_UVOFFSET,UVOffset); READ_MICRO_CHUNK_WWSTRING(cload,TRANSITIONEFFECT_VARIABLE_TEXTURENAME,texname); } cload.Close_Micro_Chunk(); } break; } cload.Close_Chunk(); } return true; }